Soft Innovation in the Video Game Industry

  • Hrafnhildur Jónasdóttir
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 745)


This paper reviews literature on soft innovation with a focus on soft innovation in the video game industry. A systematic review of books, reports and papers, in all 39 literary works form the bases of this paper. Four streams were identified from the literature - management, design, market and network. Based on the findings some key insights were made. The need for a holistic view of hard and soft innovation is necessary, the product becomes valuable only through experience, the market pressure increases the need for soft innovation, and networking increases knowledge, which generates intangible and tangible value.


Soft innovation Management Design Market Network Video game industry 


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Faculty of TechnologyWesterdals – Oslo School of Arts, Communication and TechnologyOsloNorway

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